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Paradise/code/__DEFINES/vehicle_defines.dm
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warriorstar-orionandGitHub 157276d6cb Port /tg/ move manager, drift and jetpack components. (#27698)
* Port /tg/ move manager, drift and jetpack components.

* don't add go through newtonian movement if not moved to a turf

* various cleans for blood drifts and mob speed

* fix slow meteors

* why on fuck's earth aren't speedbikes vehicles

* style lint

* also wtf

* okay i'm an idiot

* fix meaty ore speed and blood decal double stepping

* fix not unbuckling pulled object occupants

* don't bother dealing with immovable rods just yet

* exclude bubblegum and vetus from move manager for now

* fix issues related to null weightless blood icons

* reset blood icon state properly

* fuck it, we'll deal with mobs when basic mobs happen

* break infinite loop in decal splat
2025-01-22 22:49:58 +00:00

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//Vehicle control flags. control flags describe access to actions in a vehicle.
///controls the vehicles movement
#define VEHICLE_CONTROL_DRIVE (1<<0)
///Can't leave vehicle voluntarily, has to resist.
#define VEHICLE_CONTROL_KIDNAPPED (1<<1)
///melee attacks/shoves a vehicle may have
#define VEHICLE_CONTROL_MELEE (1<<2)
///using equipment/weapons on the vehicle
#define VEHICLE_CONTROL_EQUIPMENT (1<<3)
///changing around settings and the like.
#define VEHICLE_CONTROL_SETTINGS (1<<4)
///ez define for giving a single pilot mech all the flags it needs.
#define FULL_MECHA_CONTROL ALL
//Ridden vehicle flags
/// Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider
#define RIDER_NEEDS_ARMS (1<<0)
// As above but only reserves 1 arm instead of 2
#define RIDER_NEEDS_ARM (1<<1)
/// Do we need legs to ride this (checks against TRAIT_FLOORED)
#define RIDER_NEEDS_LEGS (1<<2)
/// If the rider is disabled or loses their needed limbs, do they fall off?
#define UNBUCKLE_DISABLED_RIDER (1<<3)
/// Do we need a carbon, a silicon, or a small mob, to ride the vehicle?
#define RIDER_CARBON_OR_SILICON_NO_LARGE_MOBS (1<<4)
/// The vehicle being ridden requires pixel offsets for all directions
#define RIDING_OFFSET_ALL "ALL"
/// Compensating for time dilation
GLOBAL_VAR_INIT(glide_size_multiplier, 1.0)
///Broken down, here's what this does:
/// divides the world icon_size (32) by delay divided by ticklag to get the number of pixels something should be moving each tick.
/// The division result is given a min value of 1 to prevent obscenely slow glide sizes from being set
/// Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave.
/// The whole result is then clamped to within the range above.
/// Not very readable but it works
#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((world.icon_size / max((delay) / world.tick_lag, 1)) * GLOB.glide_size_multiplier), MIN_GLIDE_SIZE, MAX_GLIDE_SIZE))
///Similar to DELAY_TO_GLIDE_SIZE, except without the clamping, and it supports piping in an unrelated scalar
#define MOVEMENT_ADJUSTED_GLIDE_SIZE(delay, movement_disparity) (world.icon_size / ((delay) / world.tick_lag) * movement_disparity * GLOB.glide_size_multiplier)